Mesh not following Armature
Why did you choose boolean instead of a simple join (select your different objects and ctrl J)?
I guess you have several solutions:

The easiest would be to remove the body mesh under the cloth, or, if you want to keep it, make it invisible with the Mask modifier: Select the part of your mesh that you want to hide and assign it a vertex group, give your object the Mask modifier, in the Vertex Group dropdown menu of the modifier, choose the vertex group you've just created, and, on the right of this dropdown menu click on the inverse arrow.

If you want to keep the body you can try the Mesh Deform modifier as explained in this video by Daniel Kreuter:

Parent your body with its clothes to your armature (if the clothes are another object, choose CtrlP &gt; Armature Deform).

Delete all vertex groups from the clothes (select the vertices and on the right of the vertex groups list, down arrow menu and Remove From All Groups). Assign these vertices to a new vertex group.

Create a mesh that is fully closed and that will encompass your whole clothes, i.e. that will be your « cage ».

Select your cage, then shift select the armature and CtrlP &gt; With Automatic Weight. Give the necessary corrections in Weight Paint mode.

Give your body a Mesh Deform modifier (put this modifier above any Subsurf modifier) and in the modifier choose the clothes vertex group. Choose the cage as the Object and click on Bind.